function project3D(x, y, z, vars) {
                var p, d;
                x -= vars.camX;
                y -= vars.camY - 8;
                z -= vars.camZ;
                p = Math.atan2(x, z);
                d = Math.sqrt(x * x + z * z);
                x = Math.sin(p - vars.yaw) * d;
                z = Math.cos(p - vars.yaw) * d;
                p = Math.atan2(y, z);
                d = Math.sqrt(y * y + z * z);
                y = Math.sin(p - vars.pitch) * d;
                z = Math.cos(p - vars.pitch) * d;
                var rx1 = -1000;
                var ry1 = 1;
                var rx2 = 1000;
                var ry2 = 1;
                var rx3 = 0;
                var ry3 = 0;
                var rx4 = x;
                var ry4 = z;
                var uc = (ry4 - ry3) * (rx2 - rx1) - (rx4 - rx3) * (ry2 - ry1);
                var ua = ((rx4 - rx3) * (ry1 - ry3) - (ry4 - ry3) * (rx1 - rx3)) / uc;
                var ub = ((rx2 - rx1) * (ry1 - ry3) - (ry2 - ry1) * (rx1 - rx3)) / uc;
                if (!z)
                    z = 0.000000001;
                if (ua > 0 && ua < 1 && ub > 0 && ub < 1) {
                    return {
                        x: vars.cx + (rx1 + ua * (rx2 - rx1)) * vars.scale,
                        y: vars.cy + y / z * vars.scale,
                        d: (x * x + y * y + z * z)
                    }
                } else {
                    return {
                        d: -1
                    }
                }
            }
            function elevation(x, y, z) {
                var dist = Math.sqrt(x * x + y * y + z * z);
                if (dist && z / dist >= -1 && z / dist <= 1)
                    return Math.acos(z / dist);
                return 0.00000001
            }
            function rgb(col) {
                col += 0.000001;
                var r = parseInt((0.5 + Math.sin(col) * 0.5) * 16);
                var g = parseInt((0.5 + Math.cos(col) * 0.5) * 16);
                var b = parseInt((0.5 - Math.sin(col) * 0.5) * 16);
                return "#" + r.toString(16) + g.toString(16) + b.toString(16)
            }
            function interpolateColors(RGB1, RGB2, degree) {
                var w2 = degree;
                var w1 = 1 - w2;
                return [w1 * RGB1[0] + w2 * RGB2[0], w1 * RGB1[1] + w2 * RGB2[1], w1 * RGB1[2] + w2 * RGB2[2]]
            }
            function rgbArray(col) {
                col += 0.000001;
                var r = parseInt((0.5 + Math.sin(col) * 0.5) * 256);
                var g = parseInt((0.5 + Math.cos(col) * 0.5) * 256);
                var b = parseInt((0.5 - Math.sin(col) * 0.5) * 256);
                return [r, g, b]
            }
            function colorString(arr) {
                var r = parseInt(arr[0]);
                var g = parseInt(arr[1]);
                var b = parseInt(arr[2]);
                return "#" + ("0" + r.toString(16)).slice(-2) + ("0" + g.toString(16)).slice(-2) + ("0" + b.toString(16)).slice(-2)
            }
            function process(vars) {
                if (vars.points.length < vars.initParticles)
                    for (var i = 0; i < 5; ++i)
                        spawnParticle(vars);
                var p, d, t;
                p = Math.atan2(vars.camX, vars.camZ);
                d = Math.sqrt(vars.camX * vars.camX + vars.camZ * vars.camZ);
                d -= Math.sin(vars.frameNo / 80) / 25;
                t = Math.cos(vars.frameNo / 300) / 165;
                vars.camX = Math.sin(p + t) * d;
                vars.camZ = Math.cos(p + t) * d;
                vars.camY = -Math.sin(vars.frameNo / 220) * 15;
                vars.yaw = Math.PI + p + t;
                vars.pitch = elevation(vars.camX, vars.camZ, vars.camY) - Math.PI / 2;
                var t;
                for (var i = 0; i < vars.points.length; ++i) {
                    x = vars.points[i].x;
                    y = vars.points[i].y;
                    z = vars.points[i].z;
                    d = Math.sqrt(x * x + z * z) / 1.0075;
                    t = .1 / (1 + d * d / 5);
                    p = Math.atan2(x, z) + t;
                    vars.points[i].x = Math.sin(p) * d;
                    vars.points[i].z = Math.cos(p) * d;
                    vars.points[i].y += vars.points[i].vy * t * ((Math.sqrt(vars.distributionRadius) - d) * 2);
                    if (vars.points[i].y > vars.vortexHeight / 2 || d < .25) {
                        vars.points.splice(i, 1);
                        spawnParticle(vars)
                    }
                }
            }
            function drawFloor(vars) {
                var x, y, z, d, point, a;
                for (var i = -25; i <= 25; i += 1) {
                    for (var j = -25; j <= 25; j += 1) {
                        x = i * 2;
                        z = j * 2;
                        y = vars.floor;
                        d = Math.sqrt(x * x + z * z);
                        point = project3D(x, y - d * d / 85, z, vars);
                        if (point.d != -1) {
                            size = 1 + 15000 / (1 + point.d);
                            a = 0.15 - Math.pow(d / 50, 4) * 0.15;
                            if (a > 0) {
                                vars.ctx.fillStyle = colorString(interpolateColors(rgbArray(d / 26 - vars.frameNo / 40), [0, 128, 32], .5 + Math.sin(d / 6 - vars.frameNo / 8) / 2));
                                vars.ctx.globalAlpha = a;
                                vars.ctx.fillRect(point.x - size / 2, point.y - size / 2, size, size)
                            }
                        }
                    }
                }
                vars.ctx.fillStyle = "#82f";
                for (var i = -25; i <= 25; i += 1) {
                    for (var j = -25; j <= 25; j += 1) {
                        x = i * 2;
                        z = j * 2;
                        y = -vars.floor;
                        d = Math.sqrt(x * x + z * z);
                        point = project3D(x, y + d * d / 85, z, vars);
                        if (point.d != -1) {
                            size = 1 + 15000 / (1 + point.d);
                            a = 0.15 - Math.pow(d / 50, 4) * 0.15;
                            if (a > 0) {
                                vars.ctx.fillStyle = colorString(interpolateColors(rgbArray(-d / 26 - vars.frameNo / 40), [32, 0, 128], .5 + Math.sin(-d / 6 - vars.frameNo / 8) / 2));
                                vars.ctx.globalAlpha = a;
                                vars.ctx.fillRect(point.x - size / 2, point.y - size / 2, size, size)
                            }
                        }
                    }
                }
            }
            function sortFunction(a, b) {
                return b.dist - a.dist
            }
            function draw(vars) {
                vars.ctx.globalAlpha = .15;
                vars.ctx.fillStyle = "#000";
                vars.ctx.fillRect(0, 0, canvas.width, canvas.height);
                drawFloor(vars);
                var point, x, y, z, a;
                for (var i = 0; i < vars.points.length; ++i) {
                    x = vars.points[i].x;
                    y = vars.points[i].y;
                    z = vars.points[i].z;
                    point = project3D(x, y, z, vars);
                    if (point.d != -1) {
                        vars.points[i].dist = point.d;
                        size = 1 + vars.points[i].radius / (1 + point.d);
                        d = Math.abs(vars.points[i].y);
                        a = .8 - Math.pow(d / (vars.vortexHeight / 2), 1000) * .8;
                        vars.ctx.globalAlpha = a >= 0 && a <= 1 ? a : 0;
                        vars.ctx.fillStyle = rgb(vars.points[i].color);
                        if (point.x > -1 && point.x < vars.canvas.width && point.y > -1 && point.y < vars.canvas.height)
                            vars.ctx.fillRect(point.x - size / 2, point.y - size / 2, size, size)
                    }
                }
                vars.points.sort(sortFunction)
            }
            function spawnParticle(vars) {
                var p, ls;
                pt = {};
                p = Math.PI * 2 * Math.random();
                ls = Math.sqrt(Math.random() * vars.distributionRadius);
                pt.x = Math.sin(p) * ls;
                pt.y = -vars.vortexHeight / 2;
                pt.vy = vars.initV / 20 + Math.random() * vars.initV;
                pt.z = Math.cos(p) * ls;
                pt.radius = 200 + 800 * Math.random();
                pt.color = pt.radius / 1000 + vars.frameNo / 250;
                vars.points.push(pt)
            }
            function frame(vars) {
                if (vars === undefined) {
                    var vars = {};
                    vars.canvas = document.querySelector("#canvas");
                    vars.ctx = vars.canvas.getContext("2d");
                    vars.canvas.width = document.body.clientWidth;
                    vars.canvas.height = document.body.clientHeight;
                    window.addEventListener("resize", function() {
                        vars.canvas.width = document.body.clientWidth;
                        vars.canvas.height = document.body.clientHeight;
                        vars.cx = vars.canvas.width / 2;
                        vars.cy = vars.canvas.height / 2
                    }, true);
                    vars.frameNo = 0;
                    vars.camX = 0;
                    vars.camY = 0;
                    vars.camZ = -14;
                    vars.pitch = elevation(vars.camX, vars.camZ, vars.camY) - Math.PI / 2;
                    vars.yaw = 0;
                    vars.cx = vars.canvas.width / 2;
                    vars.cy = vars.canvas.height / 2;
                    vars.bounding = 10;
                    vars.scale = 500;
                    vars.floor = 26.5;
                    vars.points = [];
                    vars.initParticles = 1000;
                    vars.initV = .01;
                    vars.distributionRadius = 800;
                    vars.vortexHeight = 25
                }
                vars.frameNo++;
                requestAnimationFrame(function() {
                    frame(vars)
                });
                process(vars);
                draw(vars)
            }
          